This mod does not reflect Relic but I would like to perhaps some feed back from them.

General

Infiltration units
Now has a 10 second delay and drops a small yellow flare to allow counter play.
All grenades start on cool down.

Infantry Held AT weapons
Infantry Held AT weapons with now kill off vehicles below 1% HP to prevent vehicles from escaping with 0 HP.

Vehicles can No longer be abandoned

Snares
Snares range is normalized at 10 to allow vehicle more freely on the field

Democharges and Variants
Due to the squad wiping nature I have removed and/or replaced them in order for better gameplay.

Soviets

T0

Molotov and AT Grenade Researched combined

Conscripts
What is considered the weakest of all the standard infantry. People debate weather they should get a non doc upgrade or something else. My answer is a non-doctrinal Commissar similar to the Ostheer Artillery officer.

Commissar
-Initial Commissar has a long deploy time.
-Has a munition spend aura
-Able to establish a Forward Retreat point
-Vet:1 Forces Retreat a single squad like the OKW Officer

Combat Engineers
Combat Engineers in the live game are very weak and hold little value on combat especially without the flamethrower. Democharges are poor game designed so this mod will be removing them. In order to prevent "clown car" cheese, the flamethrower now requires an upgrade from the HQ.
-Now Equipped with PPSHs equal to Assault Grenadier's MP 40 Damage values
-Cost increased from 170 to 220
-Can no longer deploy demo charges
-Flamethrower locked behind Infantry Package Upgrade at the HQ

T1

Penals
In the current state, Penals are over performing with their timing. Their range DPS per model is about equal to a USF's Riflemen and with the New Commissar they would be over powered. I decided to make them more into a Riflemen clone to Match Performance with other factions.
-Squad size decreased from 6 to 5
-Cost Changed from 300 to 270

M3A1 Scout Car
-Health now 240 from 200
-Armor now 3.4 from 5.4
-Cost now 200/10 from 190/15

** T2**

Maxium
-suppression increased from 6E^-5 to 6.5E^-5

Mortar
-Scatter from auto attacks from autos from 8 to 6
-scatter from barrages from 6 to 4

Doctrinal Changes

KV-1
-MG's now match T34's

Guards
-No Longer come Equipped with PTRS
-Can be upgraded either PTRS or DP28s
With the PTRS gone the squad anti infantry damage is greatly increased allowing to be an effect anti infantry asset.

Shocks
Shocks are good at one thing. Close Range Damage, but in order to allow their doctrines to shine I added a SVT upgrade to allow them to be used at mid range on larger maps.
-Cost Changed From 390 to 360
-Can be upgraded to SVTs

Partisan Anti Tank
-Comes Equipped with no slot weapons
-Can be upgrade either PPSHs or A Panzerschreck
-Cost now 240
-their bolt action weapons are equal to Guards
-Their Target size is now .9 from 1

Partisan Anti Infantry/Booby Trap
Booby Trap first off tended to wipe squads and with other munitions big sinks that doctrine and smaller more variable munition sink is a good alternative.
-Doctrinal Abilities replaced with PMD 6 mines
-PMD 6 mines can be deployed by partisans

Forward HQ
-No longer has the Aura Ability
-Fuel Cost decreased from 60 to 30
-now a 300 second cool down and starts on cool down.

Pioneers
With Grenadiers coming out later then other infantry pioneers are a weak substitute to build instead so they have received some buffs in order for effective fighting through out the game with needing the Flamethrower.
-Now uses the Assault Grenadier's MP 40 Damage values
-Cost increased from 200 to 220
-Flamethrower locked behind Battle Phase One
-Doctrinal Assault Pioneer upgrade available (100 Manpower) See below for details

T1

Grenadiers
-G43s and LMG 42s have been swapped
-Ambush Camouflage for Grenadiers now adds an additional G43
-Rifle Grenades now have a Trace Effect in order to be more visual to allow more proper responses

T2

222
222s then to be instant death with its auto cannon for the initial light vehicles. This lets them be seen less and less so now it comes out un-upgraded.
-Auto-cannon upgrade must now be purchased.
-Fuel cost changed from 30 to 10

Puma
With out an equal light vehicle of their own, a light vehicle killer is a good alternative.
-Now available with out a Doctrine.

T3/T4
The time and cost for researching T4 is much higher than its counter parts. The Panther and Panzerwerfer was moved to T3 but requires Battlephase 3 to be deployed

Panzerwerfer
Originally the Panzerwerfer was known for squad wipes. I have reduced the Rate of Fire so this is less likly the case.
-Suppression Removed
-Rate of Fire Decreased

Doctrines

Stormtroopers
-Cost Decreased from 340 to 300
-Panzerscheck Upgrade Removed
-Experimental upgrade: Flamethrower I am trying to create the Stormtrooper unit to be more unique than other Elite units. The Flamethrower costs 75 munitions and must be in supply.

G43s
Now a LMG 42 upgrade for Grens, PGrens, and Stormtroopers

Close the Pocket
Instead of trying to make it one giant "nuke," I made it so it can be used against pockets of enemies instead.
-Now a Targeted ability (requires enemy cut off sector)
-60 unit radius overwatch radius
-Launches flares to spot
-20 second delay
-Then 40 seconds of annihilating off map attacks

Artillery Officer
Changed the number of body guards from 3 to 4
cost increased from 240 to 270

Stuka Loiter
-now Strafe Variant

LeFH 18
Cost Changed from 600 manpower to 400 Manpower 70 fuel

USF

T0

Rear Echelon
Rear Echelon are know to be effective weapon carriers but with this mods changes to weapon racks, their cost is reduced to match preformance.
-Cost decreased from 200 to 180
-Volley Fire no longer adds a revived accuracy penalty.
-Non-Doctrinal Flamethrower available in Lieutenant tech.
-repair rates changed from 2 to 1.6 to match Sov/Ost

Mortar
With the less range, it become vulnerable to other indirect fire. More mobility would good for evasion
-setup and tear down times reduced

Weapon Rack
-M1919 LMG is replaced with a Non Doctrinal Thompson Rack
-Costs 45 Munition
-Equal to the Para/Ranger Thompson but the Rate of Fire Reduced from 10 to 9

-Bar Rack is now Doctrinal replacing M1919 Doctrinal slot
-Max one pick up

T1
Without the AT the player has to rely on Bazookas for vehicle defense, however M20 also requires the Munitions causing conflicting synergies.
M20 and Pack Howie are swapped

Lieutenant
-No longer free from teching
-Lieutenant model no longer carries a Thompson
-No longer comes with a Bar
-No longer can use the grenade or smoke
-Can be upgrade to two 1919 LMGs
-Can be upgrades to two Bazookas
-Now has the On Me ability
-Now has the Cooked Frag Ability

Pack Howie
Cost Reduced from 380 to 320

T2

Captain
-No longer free from teching
-Captain model no longer carries a Thompson
-No longer can use On Me
-Can be upgrade to two 1919 LMGs
-Can be upgrades to two Bazookas
-Now has the suppressive fire when Upgraded to 1919s

M20
Cost 350/20 to 280/20

T3

Major
-No longer free from teching
-Bodyguards are now the Pathfinder Models (they have radios for calling in support)

Jackson
-Health increased to 560

Sherman
-now has access to a Dozer Upgrade
-Dozer upgrade increases health by 160 and armor by %20
-100 munitions

Scott
With the Scott coming out too late, I decide it to move it to a Doctrine and replace it with a Sherman 105mm

Sherman(105)
-Main gun equal to the Sherman Bulldozer in the Live game
-can be upgraded to Dozer

WC51
-no longer comes with the 50 cal
-50 cal can be upgraded
-starts with initial recharge
-Health is now 240
-Armor is 3.4 both front and Rear

M3
-replaced with the Greyhound

Recon Strafe
-replaced with Combined Arms

Heavy Cavalry

Ranger
-Thompson upgrade removed
-M1919 Upgrade Added

OKW

T0
-An additional research has been added
-200 manpower 30 Fuel
-Researching this will dispatch a SWS Halftrack and allow access to Panzerfausts, MG 34, Rakenwerfers, and additional SWS Halftrack
This will help cut down on relience on volks and allow countering assests to arrive on time.

Sturmpioneers

Strum Pioneers rushes can be quite problematic in the live game seeing other Engineers can not compete with them in fire power. They are no longer the starting unit. With up to three different exclusive upgrades, this unit could be over taxed. The AT upgrade was moved to Obersoldaten.

AT upgrade removed

Flamer upgrade non doctrinally when an HQ is built.

Volks are now the starting unit

repair rates changed from 3 to 2

VolksGrenadier
The problem with this unit in the live game is the fact it overlaps with too many units, additionally the STG 44 upgrade was poorly implemented. I am experimenting with reducing its veternacy cost so it can scale into the late game to compete with its counter parts.
-STG upgrade Removed
-Veterancy costs reduced
-Incendiary Grenade now has a 1.2 Fuse timer

T1

LeIG
This field weapon is know for incredible range that says next to the med HQ, so I am trying to reduces it range for cost so it is more of a mobile support weapon.
Auto Attack range reduced to 75
Barrage Range Reduced to 100
Cost Reduced from 330 to 290

Obersoldaten
now in T1
now has a PZB 39 AT Rifle x4 Upgrade
100 Munition
weapons can not be dropped
Now carry G43s instead of K98s (same stats) this will make Obers seem more powerful and unique from the sound effect.

T2

SdKfz 251 "Stuka zu Fuß" Half-track
With how its creeping barrage worked, it was a sniper of well spaced weapon teams and chasing retreating squads to easily wipe squads. I have changed it, so it fire barrages in area rather than a line.

T3
Flak gun must now be upgraded to fire

Luftwaffe Ground Forces

Heavy Fortifications
-2cm Flak can now longer be decrew
(bug: health bar is a white bar underneath the Main Bar)

Fallschirmjager
-now are dropped in
-cost reduced from 440 to 380

Special Operations

Radio Silence
This ability is just bad so I reworked the ability so it is much stronger
-Renamed to Silent Operations
-30 second duration
-Minimap Icons Removed
-Units will move at an increased pace and will be clocked for the duration

IR STGs
This weapon mostly negates cover like a flamethrower. I decide to change the upgrade to act more similar to regular STGs but still grant access to the heighten camo detection range. This should synergy well with the Silent Operation Ability

Bolster infantry
-now it allow access to officer research
-when an infantry unit research an officer upgrade, its squad size will increase by one and adds additional effects.

Weapon Rack
-only one Bren can be picked
-piats replaced with a x2 Boys AT Rifle
British infantry play is more expensive than other factions. Upgrading to piats reduced anti infantry damage by a bit. Boy AT Rifle will allow more damage to be retained vs infantry.

Infantry section
-Target Size increased from .8 to .9
-Cost reduced from 280 to 260
-Reinforce cost increased from 28 to 30
-Medical Package now is now an officer upgrade
-Medical Aura ability is now always on from time ability reducing the APM sync
-Medical Officer upgrade costs 100 Manpower
-Pyrotechnic upgrade is now an officer upgrade
-Pyrotechnic Officer costs 100 Munition

Royal Engineers
With the buffs to the other engineers, their Target Size will remain at .8 so their relative dps is the same.
-repair rates changed from 2 to 1.6
-Flamethrower upgrade now available when the Platoon Command Post is built
-Has Medical Officer upgrade costs 100 Manpower
-Heavy Engineer upgrade no longer need anvil
-Heavy Engineer upgrade is an Officer Upgrade
-no longer have access to destroy cover seeing it can destroy barb wire too early in the game

The Idea here is increase teching costs for the Bofors and AEC to match proper timing will not slowing down desired late game teching. The ability to research both allows more unique combos and gameplay to occur.

AEC requires Hammer
Bofors requires Anvil

Mortar Pit
Instead of one large and powerful emplacement I replaced it with smaller more expendable emplacement. Losing the current live mortar pit or not killing it could be game deciding. Additionally garrison clearing cover was finite and absolute while this smaller can be used to cover more area but still allow the opponent to use them for a time.

Precision Barrage
Instead of fighting their counter with its counter, off map arty, now they have to play the same game.
-Now a 25 Pounder Emplacement
-range is shorter that other howitzer but comes sooner
-range is 160 over 250
-6 Command Points

Bulletins

Fixed USF's Cheap Weapon Teams so it can affect the crew members as well. Now effect the Mortar

Fixed Soviet's Catch this so it affects the Non Doctrinal Grenade rather than effecting the grenade assault.

UKF's Valor and Gallantry now effects medical officer upgraded units

UKF's Two Cuts now effects all upgraded officer units.

If you spot any bugs or I forgot to add anything please let me know. Balancing is done by math which is different from actual game play so if there is any hugely imbalances let me know.

Comments

Infantry Section
Since I eliminated UKF's source of snares I decided to add the snare in the infantry section however it requires Mills Bombs upgrade.
**
Left 18 Counter Barrage**
Previously it was a full 10 round barrage with a 90 second cool down giving this ability being very lack luster. This should help out in making it more of a substain

-barrage salvo decreased from 10 to 4
-cool down decreased from 90 to 30

Panzerwerfer Counter Barrage
Who actually used this ability or even attempt this ability? For similar reasons like the Left 18, so it can actually be usable.

-barrage salvo decreased from 12 to 4
-cool down decreased from 90 to 15

Tiger Ace
Even with it having a fuel cost instead of the drain, I believe it would still be unfair to play against.

Jaeger Infantry Doctrine's Close Air Support
With two Munitions sinks in already heavy munitions drawing doctrine I decide to change the ability
-Now a Jaeger Light Infantry call in (like OKW)
-Affected by the Stormtrooper Bulletin

Idea behind this is an alternate T1. Assault Grens/Pios can fill the role of standard Grens. The Officer can increase their damage, call in smoke, and later coordinate fire for Pwefers. The smoke bombs airstrike will allow a global smoke option so the player is not limited to the Officer. Assault Grens and my Assault Pio are still on the weaker side of thing but the Stun Grenade ability should help them level that out.

BlitzkriegGotta go fast! This is what the doctrine to me sounds like. Historically this meant with Vehicles so this should be focused on fast and aggressive vehicles.